Nintendo’s pursuit for profitability: a pedagogical case study

Detalhes bibliográficos
Autor(a) principal: Almeida, Cláudio R. K. de
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/9081
Resumo: The home video game console industry, like most high technology industries, is characterized by fast innovation, intense competition and a generally volatile environment. Since the mid-1990s, this industry has essentially been dominated by three major companies, Nintendo, Sony and Microsoft. However, in recent years (since 2012) Nintendo’s performance has been below expectations, with revenues falling, negative operating income for the last three years, and falling share prices. As a result, Nintendo’s management has started, especially since the second half of 2014, a concerted effort to improve the company’s fortunes. At the moment these efforts have resulted in better media coverage and a stop in share price fall. It is still early to know if Nintendo’s pursuit for profitability will succeed; nonetheless, it is both of import and interest to understand how companies seek to achieve superior performance, which is why Nintendo was chosen to be analyzed. The aim of this project is to conduct a pedagogical case study on Nintendo, with a focus on how the company is attempting to return to profitability in the midst of intensified competition from its main rivals, Sony and Microsoft, and a growing threat from substitute products, namely mobile gaming. Through the case study and the request for a strategic analysis, the project will present its target audience – management undergraduate students – an opportunity to understand Nintendo and its industry; as well as, give them the chance to put into practice some strategic management concepts and frameworks, which may prove to be useful in both their academic and professional careers.
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spelling Nintendo’s pursuit for profitability: a pedagogical case studyMark-based viewResource-based viewSustainable competitive advantageNintendoVisão baseada no mercadoVisão baseada nos recursosVantagem competitiva sustentávelThe home video game console industry, like most high technology industries, is characterized by fast innovation, intense competition and a generally volatile environment. Since the mid-1990s, this industry has essentially been dominated by three major companies, Nintendo, Sony and Microsoft. However, in recent years (since 2012) Nintendo’s performance has been below expectations, with revenues falling, negative operating income for the last three years, and falling share prices. As a result, Nintendo’s management has started, especially since the second half of 2014, a concerted effort to improve the company’s fortunes. At the moment these efforts have resulted in better media coverage and a stop in share price fall. It is still early to know if Nintendo’s pursuit for profitability will succeed; nonetheless, it is both of import and interest to understand how companies seek to achieve superior performance, which is why Nintendo was chosen to be analyzed. The aim of this project is to conduct a pedagogical case study on Nintendo, with a focus on how the company is attempting to return to profitability in the midst of intensified competition from its main rivals, Sony and Microsoft, and a growing threat from substitute products, namely mobile gaming. Through the case study and the request for a strategic analysis, the project will present its target audience – management undergraduate students – an opportunity to understand Nintendo and its industry; as well as, give them the chance to put into practice some strategic management concepts and frameworks, which may prove to be useful in both their academic and professional careers.A indústria de consolas de jogos de vídeo, como a maioria das indústrias baseadas em alta technologia, é caracterizada pela inovação rápida, competição intensa e um ambiente geralmente volátil. Desde meados de 1990 que esta indústria é essencialmente dominada por três grandes empresas, a Nintendo, a Sony, e a Microsoft. No entanto, nos últimos anos (desde 2012) o desempenho da Nintendo tem estado aquém das expetativas: com queda nas receitas; resultados operacionais negativos nos últimos três anos; e queda na cotação das ações em bolsa. A administração da Nintendo começou, especialmente desde o segundo semestre de 2014, um esforço concertado para melhorar a situação da empresa. Neste momento, tais esforços resultaram em uma melhoria na forma como a empresa é retratada nos media e na paragem da queda do preço das ações. Ainda é cedo para se saber se a busca da Nintendo pela lucratividade será bem sucedida; no entanto, importa e interessa entender como as empresas procuram alcançar resultados superiores, e esta é a razão pela qual a Nintendo foi escolhida para análise. O objective deste projeto é a realização de um estudo pedagógico sobre a Nintendo, com realce na forma como a empresa tenta voltar à lucratividade em meio a intensa competição com os seus principais rivais, Sony e Microsoft, e a crescente ameaça de produtos substitutos, como os jogos em telemóveis ou tablets. Através do caso de estudo e a realização da análise estratégica, o projecto apresentará à sua audiência – estudantes da licenciatura em gestão – a oportunidade de entender a Nintendo e a sua indústria; e dar-lhes-á a oportunidade de praticarem alguns conceitos e ferramentas de gestão estratégica, eventualmente úteis nas suas vidas académicas e futuras carreiras.2015-06-19T17:31:04Z2015-01-01T00:00:00Z20152015-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/octet-streamhttp://hdl.handle.net/10071/9081TID:201036746engAlmeida, Cláudio R. K. deinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-07-07T03:19:55Zoai:repositorio.iscte-iul.pt:10071/9081Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-07T03:19:55Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Nintendo’s pursuit for profitability: a pedagogical case study
title Nintendo’s pursuit for profitability: a pedagogical case study
spellingShingle Nintendo’s pursuit for profitability: a pedagogical case study
Almeida, Cláudio R. K. de
Mark-based view
Resource-based view
Sustainable competitive advantage
Nintendo
Visão baseada no mercado
Visão baseada nos recursos
Vantagem competitiva sustentável
title_short Nintendo’s pursuit for profitability: a pedagogical case study
title_full Nintendo’s pursuit for profitability: a pedagogical case study
title_fullStr Nintendo’s pursuit for profitability: a pedagogical case study
title_full_unstemmed Nintendo’s pursuit for profitability: a pedagogical case study
title_sort Nintendo’s pursuit for profitability: a pedagogical case study
author Almeida, Cláudio R. K. de
author_facet Almeida, Cláudio R. K. de
author_role author
dc.contributor.author.fl_str_mv Almeida, Cláudio R. K. de
dc.subject.por.fl_str_mv Mark-based view
Resource-based view
Sustainable competitive advantage
Nintendo
Visão baseada no mercado
Visão baseada nos recursos
Vantagem competitiva sustentável
topic Mark-based view
Resource-based view
Sustainable competitive advantage
Nintendo
Visão baseada no mercado
Visão baseada nos recursos
Vantagem competitiva sustentável
description The home video game console industry, like most high technology industries, is characterized by fast innovation, intense competition and a generally volatile environment. Since the mid-1990s, this industry has essentially been dominated by three major companies, Nintendo, Sony and Microsoft. However, in recent years (since 2012) Nintendo’s performance has been below expectations, with revenues falling, negative operating income for the last three years, and falling share prices. As a result, Nintendo’s management has started, especially since the second half of 2014, a concerted effort to improve the company’s fortunes. At the moment these efforts have resulted in better media coverage and a stop in share price fall. It is still early to know if Nintendo’s pursuit for profitability will succeed; nonetheless, it is both of import and interest to understand how companies seek to achieve superior performance, which is why Nintendo was chosen to be analyzed. The aim of this project is to conduct a pedagogical case study on Nintendo, with a focus on how the company is attempting to return to profitability in the midst of intensified competition from its main rivals, Sony and Microsoft, and a growing threat from substitute products, namely mobile gaming. Through the case study and the request for a strategic analysis, the project will present its target audience – management undergraduate students – an opportunity to understand Nintendo and its industry; as well as, give them the chance to put into practice some strategic management concepts and frameworks, which may prove to be useful in both their academic and professional careers.
publishDate 2015
dc.date.none.fl_str_mv 2015-06-19T17:31:04Z
2015-01-01T00:00:00Z
2015
2015-01
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instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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